Items Vault 1.5.0

Killed by Subject Z at level 16 on the 23rd Haze 122nd year of Ascendancy at 03:55
Killed by Massok the Dragonslayer at level 32 on the 5th Flare 123rd year of Ascendancy at 00:03
Killed by Massok the Dragonslayer at level 32 on the 5th Flare 123rd year of Ascendancy at 02:29

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 712% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Magic stat.

Infusion: Movement

Class Talents

Cunning / Tactical

1.30

Effective talent level: 1.3Use mode: PassiveDescription: Your Defense is increased by 15 for every adjacent visible foe, up to a maximum of +24 Defense.
The Defense increase per enemy and maximum Defense bonus will scale with your Cunning.

Tactical Expert

1/5

Effective talent level: 1.3Use mode: PassiveDescription: When you avoid a melee blow from an adjacent foe, you have a 20% chance to get a free, automatic melee attack against the attacker for 104% damage, up to 2.2 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning.

Counter Attack

1/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 13.3Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Combat (100% of a turn)Description: Increases Defense by 25 for 3 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 16% and reducing their saving throws by 16.
The effects will scale with your Cunning.

Set Up

1/5

Effective talent level: 1.3Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Combat (100% of a turn)Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of 5%.

Exploit Weakness

1/5

Technique / Combat techniques

1.10

Effective talent level: 3.3Use mode: ActivatedStamina cost: 24.4Range: 8Cooldown: 25Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 13.3Range: melee/personalCooldown: 4Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: A powerful concussive punch that deals 140% weapon damage to your target. If the punch hits, all targets in a radius of 1 will take 37.44 to 187.22 damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points.

Concussive Punch

1/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 22.2Range: 2Cooldown: 27Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: You spin into a flying leap and deliver a powerful kick dealing 159% weapon damage to all enemies in a radius of 1 as you land. The range will increase by 1 per combo point and total damage will increase by 10% per combo point.
Using this talent removes your combo points and you must have at least 1 combo point to use it.

Butterfly Kick

1/5

Effective talent level: 6.5Use mode: ActivatedStamina cost: 13.3Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: A vicious finishing strike that deals 359% damage increased by 20% per combo point you have up to a max of 718%. If the target ends up with low enough life (

Haymaker

5/5

Technique / Grappling

1.30

Effective talent level: 6.5Use mode: ActivatedStamina cost: 5.6Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger than yourself for 8 turns. A grappled opponent will be unable to move, take 62 damage each turn, and 30% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 16.7Range: 2Cooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rushes forward and attempts to take the target to the ground, making a melee attack for 56% damage then attempting to grapple them. If you're already grappling the target you'll instead slam them into the ground creating a radius 5 shockwave for 329 physical damage and breaking your grapple.
The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power.

Take Down

1/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 22.2Range: 8Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: In a mighty show of strength you whirl your grappled victim around and throw them into the air causing 100% damage to them and any nearby enemies they collide with on landing.

Effective talent level: 2.6Use mode: ActivatedStamina cost: 13.3Range: 6Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Attack your foes in a frontal arc with a spinning backhand, doing 184% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 50% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater).

Effective talent level: 5.2Use mode: ActivatedStamina cost: 16.7Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Lashes out at the target with three quick punches that each deal 135% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Technique / Unarmed discipline

1.30

Effective talent level: 1.3Use mode: ActivatedStamina cost: 44.4Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for 59% weapon damage and deactivate one physical sustain.
At talent level 3 Magical sustains will also be effected.
At talent level 5 Mental sustains will also be effected.
Using this talent removes your combo points.

Combination Kick

1/5

Effective talent level: 1.3Use mode: PassiveDescription: When gaining a combo point, you have a 29% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain 1.51 stamina, or 3.01 stamina if you would exceed 5 combo points.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 44.4Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Using your deep knowledge of anatomy, you strike a target in a vital pressure point for 54% weapon damage, bypassing their defense and evasion.
This strike inflicts terrible wounds inside the target's body, causing them to take physical damage equal to 100% of the initial strike each turn for 4 turns, increasing by 6% each turn (so after 4 turns, they would have taken a total of 247% damage).
If the target dies while under or from this effect their body will explode in a radius 0 shower of bone and gore, inflicting physical damage equal to -36% of their maximum life (divided by rank) to all enemies and granting you 4 combo points.

Effective talent level: 2.6Use mode: PassiveDescription: When you're targeted by a projectile, your global speed is increased by 95% for 1 turn. Taking any action other then movement will break the effect.

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Call upon the power of the Eternals, increasing all damage by 17% and reducing all damage taken by 17% for 5 turns.
The bonus will increase with your Willpower.

Wrath of the Woods

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Thaloren have always been a free people, living in their beloved forest and never caring much about the world outside.
Increase Physical and Mental Save by +6.

Unshackled

1/5

Effective talent level: 1.0Use mode: PassiveDescription: You are part of the wood; it shields you from corruption.
Increase disease immunity by 20%, blight resistance by 3.0%, and all resistances by 2.0%.

Guardian of the Wood

1/5

Effective talent level: 1.0Use mode: ActivatedRange: 4Cooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Nature is with you; you can always feel the call of the woods.
Summons two elite Treants to your side for 8 turns.
The treants have a global resistance equal to your blight resistance, and can stun, knockback and taunt your foes.
Their power increases with your Willpower.

Effective talent level: 1.4Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.
(Note that brawlers will be unable to perform many of their talents in massive armour.)

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Wild-gift / Antimagic

1.10

Effective talent level: 1.1Use mode: PassiveDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
Each time you are hit by non-physical, non-mind damage, you get a 18% resistance to that element for 7 turns.
If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by 1.41 each hit.
At level 5 you absorb even if Antimagic Shield is active.
The effects will increase with your Mindpower or Physical power (whichever is greater).

Resolve

1/5

Effective talent level: 1.1Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Let out a burst of sound that silences for 3 turns all those affected in a radius of 5, including the user.
For each creature affected your equilibrium is reduced by 5 (up to 5 times).
The silence chance will increase with your Mindpower or Physical power (whichever is greater).

Aura of Silence

1/5

Effective talent level: 1.1Use mode: SustainedSustain equilibrium cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Surround yourself with a shield that will absorb at most 47 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
Each creature whose attack on you is absorbed or reduced by the shield also takes a backlash dealing 27.02 manaburn damage (see description in the Mana Clash talent), this may only happen up to 10 times per turn and each time the damage is reduced by 25%.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Drain 42 mana, 21 vim, 10 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
In addition, for 1 turns all your attacks also do 15% manaburn damage.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Mana Clash

0/5

Technique / Mobility

1.20

Effective talent level: 1.2Use mode: ActivatedStamina cost: 8.9Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Jump back up to 3 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Effective talent level: 1.2Use mode: ActivatedStamina cost: 22.2Range: 2Cooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: In an extreme feat of agility, you move to a spot you can see within range, bounding around, over, or through any enemies in the way.
This talent cannot be used while wearing heavy armor, and leaves you exhausted. The exhaustion increases the cost of your activated Mobility talents by 70% (stacking), but fades over 25 turns.

Tumble

1/5

Effective talent level: 3.6Use mode: SustainedSustain stamina cost: 10Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You have trained to be very light on your feet and have conditioned your reflexes to react faster than thought to damage you take.
While this talent is active, you instantly react to any direct damage (not from status effects, etc.) that would hit you for at least 17% of your maximum life.
This requires 5.3 stamina and reduces the damage by 23%.
Your reactions are too slow for this if you are wearing heavy armour.
The damage reduction improves with your Defense.

Trained Reactions

3/5

Technique / Conditioning

1.10

Effective talent level: 1.1Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 18%.
Additionally, when your life falls below 50%, you heal for a base 19.5 health plus 0.9% of your maximum life (currently 30.3 total) each turn for 8 turns. This effect can only happen once every 15 turns.
The base healing scales with your Constitution.

Vitality

1/5

Effective talent level: 5.5Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a 53% chance to recover from a single stun effect.
At talent level 2 you may also recover from blindness, at level 3 confusion, level 4 pins, and level 5 slows and wounds.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

5/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by how composed you remain under fire. When you take more then 5% of your maximum life in a single hit, all enemies in a radius of 0 will be intimidated, reducing their Physical Power, Mindpower, and Spellpower by 3 for 4 turns.
If your health drops below 704, you'll be unable to maintain your daunting presence, and the sustain will deactivate.
The power of the intimidation effect improves with your Physical power, and it's chance to affect your enemies improves with your Strength.

Daunting Presence

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 2 for 1 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
Your stamina based sustains will not be disabled if your stamina reaches zero, and you may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Adrenaline Surge

0/5

Cunning / Survival

1.00

Effective talent level: 1.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 5 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 44, and you gain the ability to detect traps (+37 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Prodigies

Effective talent level: 1.0Use mode: PassiveDescription: Each time that you make a melee attack you have a 60% chance to execute an additional unarmed strike.

Flexible Combat

1/1

Effects

talent

Trained Reactions

talent

Striking Stance

talent

Antimagic Shield

beneficial effect

Countering melee attacks: Has a 20% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining)

Counter Attacking

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.
You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.
You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor.

Back and there again

active

You have killed Ungolë in Ardhungol and saved the Sun Paladin.

Eight legs of wonder

done

You successfully escorted the injured seer to the recall portal on level 1 of Old Forest.
As a reward you improved mental save by +4.

Escort: injured seer (level 1 of Old Forest)

done

You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair.
As a reward you improved Dexterity by +2.

Escort: lone alchemist (level 3 of Norgos Lair)

done

You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell.
As a reward you improved mental save by +4.

Escort: lost anorithil (level 1 of Dreadfell)

done

You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor.
As a reward you improved Willpower by +2.

Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)

done

You failed to protect the lost anorithil from death by black crystal.

Escort: lost anorithil (level 3 of Old Forest)

failed

You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell.
As a reward you improved spell save by +4.

Escort: lost sun paladin (level 3 of Dreadfell)

done

You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.
As a reward you improved talent Unflinching Resolve (+1 level(s)).

Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)

done

You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell.
As a reward you improved talent Unflinching Resolve (+1 level(s)).

Escort: lost warrior (level 8 of Dreadfell)

done

You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell.
As a reward you improved Dexterity by +2.

Escort: repented thief (level 2 of Dreadfell)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.

On the western border of the forest a gloomy aura has been set up. Things inside are... twisted.

* You have explored Norgos' Lair and put it to rest.* You have explored the Heart of the Gloom and slain the Withering Thing.

Madness of the Ages

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.

The fortress's current energy level is: 96.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.

Storming the city

done

You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.

Strange new world

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.You have aided Stire of Derth in creating an elixir of the fox.Marus of Elvala has completed an elixir of mysticism without your aid.Marus of Elvala has completed an elixir of mastery without your aid.You have aided Agrimley the hermit in creating an elixir of focus.Ungrol of Last Hope has completed an elixir of stoneskin without your aid.You have aided Ungrol of Last Hope in creating an elixir of foundations.

The Brotherhood of Alchemists

active

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You failed to protect her when escorting her out of the crypt.

The Sect of Kryl-Feijan

failed

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
7 lumberjacks have died.

The beast within

done

Investigate the bastions of the Pride.* Rak'shor Pride, in the west of the southern desert.* Vor Pride, in the north east.* Grushnak Pride, near a small mountain range in the north west.* Gorbat Pride, in a mountain range in the southern desert.

The many Prides of the Orcs

active

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

done

Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.* You have found a Blood-Runed Athame.* You have found the Resonating Diamond.

There and back again

done

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics.
It seems somebody well versed in antimagic could use it to its fullest potential.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to instantly heal yourself for 248 and cleanse 1 wound and 1 poison effect.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

healing infusion of the duelist (heal 248)

heroism infusion of the psychic (+13 for 9 turns, die at -504)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 3

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 23Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 13 for 9 turns.
While Heroism is active, you will only die when reaching -504 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 649% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 473 life over 5 turns.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

regeneration infusion of the sneak (heal 473 over 5 turns)

Sealed Scroll of Last Hope0.10 Encumbrance.

[Unique]
Type: scroll / scroll

It can be used to open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

Stokestoker the brass lantern

Blood-Runed Athame1.00 Encumbrance.

[Plot Item]
Type: misc / misc

An athame, covered in blood runes. It radiates power.

Blood-Runed Athame

Crystal Heart
Powered by arcane forces0.00 Encumbrance.

[Unique]
Type: gem / multi-hued ; tier 5

When wielded/worn:
Changes stats: +5 Con
Changes resistances: +20% arcane / +20% blight(The created item can be activated to recover the Heart.)Latent Damage Type: ArcaneIt can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1.

This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.

Crystal Heart

Orb of Many Ways
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

It can be used to activate a portal, costing 10 power out of 30/30.

The orb projects images of distant places, some that seem to be not of this world, switching rapidly.
If used near a portal it could probably activate it.

One of the ruby eyes of the legendary giant golem Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 125/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (0/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Achievements

A dangerous secretFound the mysterious staff and told Last Hope about it.
By I hate thalore the Thalore Brawler level 261st Pyre 123rd year of Ascendancy at 07:51see stats

Against all oddsKilled Ukruk in the ambush.
By I hate thalore the Thalore Brawler level 2448th Regrowth 123rd year of Ascendancy at 04:05see stats

Antimagic!Completed antimagic training in the Ziguranth camp.
By I hate thalore the Thalore Brawler level 1727th Haze 122nd year of Ascendancy at 18:28see stats

ArachnophobiaDestroyed the spydric menace.
By I hate thalore the Thalore Brawler level 2917th Pyre 123rd year of Ascendancy at 23:40see stats

Brave new worldWent to the Far East and took part in the war.
By I hate thalore the Thalore Brawler level 2814th Pyre 123rd year of Ascendancy at 09:43see stats

Curse LifterKilled Ben Cruthdar the Cursed.
By I hate thalore the Thalore Brawler level 1474th Dusk 122nd year of Ascendancy at 00:33see stats

Destroyer's baneKilled Golbug the Destroyer.
By I hate thalore the Thalore Brawler level 2710th Pyre 123rd year of Ascendancy at 21:08see stats

ExterminatorKilled 1000 creatures.
By I hate thalore the Thalore Brawler level 1620th Haze 122nd year of Ascendancy at 22:51see stats

Eye of the stormFreed Derth from the onslaught of the mad Tempest, Urkis.
By I hate thalore the Thalore Brawler level 204th Regrowth 123rd year of Ascendancy at 23:00see stats

Fear me not!Survived the Fearscape!
By I hate thalore the Thalore Brawler level 2114th Regrowth 123rd year of Ascendancy at 14:55see stats

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By I hate thalore the Thalore Brawler level 2562nd Regrowth 123rd year of Ascendancy at 00:53see stats

Level 10Got a character to level 10.
By I hate thalore the Thalore Brawler level 109th Mirth 122nd year of Ascendancy at 00:48see stats

Level 20Got a character to level 20.
By I hate thalore the Thalore Brawler level 201st Wintertide 123rd year of Ascendancy at 05:45see stats

Level 30Got a character to level 30.
By I hate thalore the Thalore Brawler level 3023rd Pyre 123rd year of Ascendancy at 04:29see stats

OozemancerDestroyed the corrupted oozemancer.
By I hate thalore the Thalore Brawler level 3418th Dusk 123rd year of Ascendancy at 06:10see stats

Rescuer of the lostRescued the merchant from the assassin lord.
By I hate thalore the Thalore Brawler level 1346th Dusk 122nd year of Ascendancy at 15:27see stats

Size is everythingDid over 1500 damage in one attack.
By I hate thalore the Thalore Brawler level 267th Pyre 123rd year of Ascendancy at 02:22see stats

Size mattersDid over 600 damage in one attack.
By I hate thalore the Thalore Brawler level 1622nd Haze 122nd year of Ascendancy at 20:24see stats

SlidersActivated a portal using the Orb of Many Ways.
By I hate thalore the Thalore Brawler level 2711st Pyre 123rd year of Ascendancy at 00:48see stats

The ArenaUnlocked Arena mode.
By I hate thalore the Thalore Brawler level 119th Flare 122nd year of Ascendancy at 07:56see stats

The Right thing to doDid the righteous thing in the ring of blood and disposed of the Blood Master.
By I hate thalore the Thalore Brawler level 1850th Haze 122nd year of Ascendancy at 16:14see stats

The secret cityDiscovered the truth about mages.
By I hate thalore the Thalore Brawler level 1223rd Dusk 122nd year of Ascendancy at 06:40see stats

There and back againOpened a portal to Maj'Eyal from the Far East.
By I hate thalore the Thalore Brawler level 3052nd Pyre 123rd year of Ascendancy at 01:18see stats

Vampire crusherDestroyed the Master in its lair of the Dreadfell.
By I hate thalore the Thalore Brawler level 2347th Regrowth 123rd year of Ascendancy at 14:30see stats

Log

You gain 1.07 gold from the transmogrification of Mardoruidar the Moldvice (3 def, 0 armour).
You gain 1.14 gold from the transmogrification of rough leather belt 'Arcradiance'.
You gain 1.05 gold from the transmogrification of stralite waraxe 'Boltvenom' (45-63 power, 5 apr).
You gain 0.26 gold from the transmogrification of elemental stralite waraxe (32.5-45.5 power, 5 apr).
You gain 0.31 gold from the transmogrification of caustic stralite waraxe of erosion (30.5-42.7 power, 5 apr).
You gain 0.22 gold from the transmogrification of balanced steel waraxe of daylight (13-18.2 power, 3 apr).
You gain 0.28 gold from the transmogrification of elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element).
You gain 0.06 gold from the transmogrification of pulsing mindstar (12-13.2 power, 32 apr, nature damage).
You gain 0.06 gold from the transmogrification of stralite dagger (27.5-35.75 power, 9 apr).
You gain 0.41 gold from the transmogrification of truestriking stralite battleaxe of rage (44-66 power, 3 apr).
You gain 0.25 gold from the transmogrification of insidious stralite battleaxe of nature (42-63 power, 3 apr).
You gain 0.33 gold from the transmogrification of balanced stralite battleaxe of erosion (40.5-60.75 power, 3 apr).
You gain 0.71 gold from the transmogrification of Radianceraze the stralite amulet.
You gain 0.05 gold from the transmogrification of teleportation rune of the psychic (range 137).
You gain 0.08 gold from the transmogrification of acid wave rune (116 acid damage; disarm 5 turns with power 20).There is a teleportation circle to the surface here (press '' or right click to use).You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
I hate thalore activates Antimagic Shield.
I hate thalore is no longer attuned.
Resting starts...Talent Wrath of the Woods is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).
I hate thalore deactivates Antimagic Shield.
I hate thalore deactivates Trained Reactions.
I hate thalore deactivates Striking Stance.